Be nice to get shadows working with cal3d too :)



From what I was reading in the forums that's all done on the OpenGL side
of things.


Yeah. I think I might give shadow maps a go. They do have their down sides, but are the faster of the methods, easier to implement, and more compatible with older cards. Since I'm not using lightmaps in my game they should be pretty quick with multitexturing.

Can the various parts of soya be easily used independently? I want to use just the particle system. Can this be done? I'm using pyopengl and pygame for most other parts.



Soya is quite modular, and it's already possible to, for instance, use
pygame's event handling and Soya's rendering. I'm not sure how easy it
is to do low-level OpenGL stuff at the same time. I'd actually rather
see glue code to make pycal3d and Soya work together without needing to
muck about with OpenGL directly.


That's good to hear. I'll have a go at using the particle system then :)

Writing a wrapper around the pycal3d classes for integrating with soya shouldn't be too hard. But I'll leave that as an exercise for someone else.

One thing I didn't mention is that the cloud model I was thinking about
using would require the ability to create NURBS surfaces, because the
building blocks for the clouds are ellipsoids. If that's not ready by
the time I'm ready to do clouds, I'll just implement it myself.

The reasons I want to do realistic clouds are because a) people will be
able to fly around in my game engine, and b) because the sky is an
important part of the game experience. Also I think that using a
collection of ellipsoids with a finite set of textures will use less
memory on the card than trying to use high-resolution sky planes.



Clouds sound very interesting. Should be able to make some good game play with them.





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